Use all her moveset. Yes, even Din's. Every move has its use. I've been playing Zelda exclusively for years now, and it always hurts to see so many Zeldas simply ignore certain moves. The Phantom is an especially good example of this.
Learn when her aerials will auto cancel, along with her airdodge. Your movement will be much smoother and landing will be easier once you learn to not put yourself in unnecessary landing lag.
Learn the Finger Bang combo (Dthrow Uair) and be able to do it consistently. Also learn Uthrow Uair, as its a decent throw mixup and does a stupid amount of damage. It works best at mid % on medium to fast fallers, or anyone that jumps or attacks out of hitstun instead of airdodging (airdodges can be done faster out of hitstun).
If they DI Dthrow away, Bair them instead. The "proper" DI actually angles most characters perfectly for a quick double jump Bair. Contrary to popular belief, Dthrow Bair is in fact a real combo (building on this, all aerials can be comboed into except Dair since they all have a startup of 9 frames or less, and Uair hits on frame 14). However, the positioning for Fair/Bair can be tricky. Dthrow Bair can kill stupid early, since
1. Its strong af
2. The "correct" DI for Dthrow is also the worst DI possible for Bair. I've KOd a ZSS at 50 from the edge because they vectored/DI'd wrong.
After a while, your opponent will probably start mixing up their DI between Uthrow DI and Bair DI. From there it's a guessing game of which way they'll go. Btw, you can chase Bair DI with Uair, and Uair DI with Bair, but it's much more difficult.
Please don't overuse Dash Attack in neutral. I see many newer Zelda players do this for some reason and it will get you killed quick lol. Also, try not to always land with a Kick. It's another thing I see often.
Dair is godly. That's all that needs to be said really.
Ledgetrump Bair is actually dumb once you learn it.
Learn to do an invincible ledgesnap. It's when you teleport downwards to the ledge instead of the usual upwards teleport. The timing is strict; you have to angle the teleport down, then reset the control stick after she disappears but before she reappears. If you hold downwards too long, she'll go past the ledge (aka the "beefy UpB") and die. If done correctly, she cannot be 2 framed.
Speaking of the "beefy UpB", try and learn that too. It's a universal technique that let's her UpB hitbox come out right before she grabs the ledge. Farore's reappearance hitbox is pretty huge and powerful, so it's very dangerous to try and intercept. Combined with the invincible ledgesnap technique (and Zelda's excellent recovery in general), it's a massive pain to edgeguard her. Most players I fight don't even bother trying to keep her away, lol. Or they do and end up dying for it/getting pushed offstage, which means Dair can do its thing.
2 framing with Dtilt is easier compared to other characters since the hitbox lingers for 7 frames. She can confirm into Dsmash or more Dtilts, Ftilt, Kicks, or an airdodge read into a Dair or charged Fsmash. At higher %s, Uair is also a true confirm.
Speaking of Uair, it has great vertical range, and the hitbox is completely disjointed from Zelda. It can beat out many different moves as long as you time it right (even Cloud's Dair!). Just be aware that it's a pretty slow move on all accounts, so be careful with it outside of combos. It also can clip through stages a decent amount, so it can be a surprise attack/kill option. The shield damage is also pretty high if you want to use it to platform pressure.
Nayru's is a really stupid move if you use it right. Intangibility starts frame 5, hitboxes start frame 13. It can effectively beat out almost any move in the game as long as you have good timing. However, please do not overuse it. Yes it's a good panic button but it will be the bane of your existence if you fall into the Nayru's spam trap.
Falling Nair combos into a ton of stuff, including the Elevator. However, it doesn't work as well on heavier characters unless she has rage, so watch out for that. On lighter characters, you actually don't want rage since the multihits will become techable (or they'll nair you out of it), so be aware of your own % as well as your opponent's for this combo.
One last thing: some Zelda players may tell you to learn her edge cancel. Imo, edge canceling Farore's should not be a priority in the beginning. Learning her fundamentals and neutral will take you much much farther than edge cancels will. That's just my perspective though, feel free to practice how you want :D